Verb: lock demo structures phrases params phases actions methods properties
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/lock.js, line 7
More info: VerbSubscriptions VerbAnatomy VerbProcess ModifyVerbs WriteVerbs
> lock handcuff with key
You lock the pair of handcuffs with the little silver key,
effectively shackling yourself to the campus railing. It's
a mark of your privilege that you think this will stop the
bulldozers, which roll right over you on their way to
demolish the University Hall. You have died. But such a
noble death! One day the University bards will write ballads
about your heroic failure.
Lock a Tangible Asset. Requires that the lock has asset.dov.lock.enabled set to true and its is.locked property set to false. If the lock requires a key, verb will soft prompt for one.
lock demo + example code
// OpenGame.js
// ----------
/*global adventurejs A OpenGame*/
var OpenGame = new adventurejs.Game("OpenGame", "OpenGameDisplay").set({
// title, version, and author are shown in the title bar
title: "Open Game",
version: "0.0.1",
author: "Ivan Cockrum",
description: "This is my great game! Thanks for playing!",
});
OpenGame.settings.set({
// if this is true, lists of exits will
// show the names of rooms they lead to
show_room_names_in_exit_descriptions: true,
// if this is true, lists of exits will
// only include room names known to player
show_room_names_in_exit_descriptions_only_when_room_is_known: false,
// if this is true, lists of exits will only
// show room names for exits player has used
show_room_names_in_exit_descriptions_only_after_exit_has_been_used: false,
// if this is true, verbose room descriptions
// will only be shown on first visit
print_verbose_room_descriptions_on_first_visit: true,
// if this is true, adventurejs will print
// debug messages to the game display
print_debug_messages: true,
// set this to set a default response to
// player input that is not understood
if_parser_has_no_response_print_this: "I have no response to your input. ",
// set this to provide a default
// response to blank input
if_input_is_empty_print_this: "I didn't see any input. ",
// alternately, game can be set to print
// the current room description with
// if_input_is_empty_print_room_description: true
});
// Foyer
OpenGame.createAsset({
class: "Room",
name: "Open Foyer",
descriptions: {
look: `Welcome to the Open Demo, where you can try opening and closing things, and locking and unlocking and picking locks, with the verbs open, close, lock, unlock, pick. Visit the other rooms in this demo to find some demonstrations. `,
brief: `Try verbs. Open, close, lock, unlock, pick. `,
},
exits: {
// This is a shortcut for creating an Exit. It's useful
// for exits that don't have any special properties or
// an Aperture, which is an Exit's physical presence.
east: "Sitting Room",
},
}); // Open Foyer
// Player
OpenGame.createAsset({
class: "Player",
name: "Tim Hunter",
place: { in: "Open Foyer" },
is: { active: true },
});
// Scoring
OpenGame.scorecard.set({
// This is how you set score events for your game.
// You can add as few or as many as you like,
// and set points to whatever number you like.
// The names are up to you, so set them however you like.
score_events: {
"open window": 1,
"take ann": 1,
"open library door": 1,
"open top drawer": 1,
"open chest": 1,
"take andy": 1,
// Let's say you want the game to start with
// some points already set. You can do that like this.
"preset points": { points: 5, complete: true, recorded: true },
// You can set negative points too. These unset points cancel
// out the preset points above.
"unset points": { points: -5, complete: true, recorded: true },
},
// To attach a score event to your custom function, use
// OpenGame.scorecard.completeEvent('open window');
// You'll see these sprinkled throughout this demo code.
// Adventurejs has built-in scoring functions,
// but you may, if you like, write custom score handling.
// this returns a string
// score_message: `$(Our) score went up! `,
// this returns a custom function
// score_message: function(){
// return `Dude, you totally just got ${this.diff} points!`
// },
// Or maybe you just want to tweak the score display.
// By default score appears in 0/0 format, but let's
// say you'd like it to say "Score: 0 out of 0".
// score_format: function()
// {
// return `Score: ${this.score} out of ${this.total}`;
// }
// score_message and score_format have access to some vars:
// - this.score (old score)
// - this.newscore (new score)
// - this.diff (difference between old/new )
// - this.total (total of points available)
});
// SittingRoom.js
// ----------
/*global adventurejs A OpenGame*/
OpenGame.createAsset({
class: "Room",
article: "the",
name: "Sitting Room",
descriptions: {
look: "The sitting room has many things on which to sit. None of them are objects though, because this is not a sitting demo. I suppose we should have called it an opening room. Shut up about it already! Instead, try opening and closing things: the playground window, the library door, the chest. Oh, did I mention that there's a window and a door? ",
brief: "Don't sit. Window. Door. ",
},
exits: {
west: "Open Foyer",
},
});
// Sitting Room Out
OpenGame.createAsset({
class: "Exit",
direction: "out",
place: { in: "Sitting Room" },
destination: "Playground",
descriptions: {
for_exits_list: `out the window to the
Playground`,
travel: `$(We) climb clumsily out the window and tumble
to the playground, where you land on your bottom on a
soft tuft of grass. `,
},
aperture: "inside window",
});
// Sitting Room Out - Playground Window
OpenGame.createAsset({
class: "Window",
name: "inside window",
synonyms: ["playground window", "playground"],
place: { in: "Sitting Room" },
direction: "out",
descriptions: {
// Note that this code block uses a combination of Javascript
// native template literals and Adventurejs custom templates:
// ${OpenGame} and $(inside window). The one with {squiggly}
// brackets is Javascript. The one with (parentheses) is Adventurejs.
// These can be used in combination, with one important caveat.
// For many properties, Adventurejs can accept a string or array
// or function. Adventurejs custom templates are only evaluated
// immediately before being output. But, Javascript template
// literals used in a string are evaluated when the property
// containing the string is created. So in order to use template
// literals, it's important to wrap the string in a function
// that will only be evaluated when called by Adventurejs.
look: () => `
Through the window, $(we) can see a child's playground.
Currently the window is
$(inside window is| locked or| unlocked) and
$(inside window is| open or| closed).
${
!OpenGame.$("inside window")._didDo("unlock")
? `The window locks and unlocks by way of a simple
sash latch that doesn't require any key. `
: ""
}
${
OpenGame.$("inside window").$is("locked")
? "Try opening the window without first unlocking it. "
: ""
}
${
!OpenGame.$("inside window").$is("closed")
? `$(We) might just climb through it. `
: ""
}
`,
// This commented block below is an alternate version.
// It may appear like it should work the same way,
// but because it has a template literal in a string property,
// it would throw an error when the game is launched.
// look: `The window is
// $(inside window is| open or| closed) and
// $(inside window is| locked or| unlocked).
// It locks by way of a simple sash latch that doesn't require any key.
// ${OpenGame.$('inside window').$is('locked')?
// 'Try entering "unlock window then open it".':''}
// Beyond the window, $(we) can see a child's playground. `,
// Here, we've set a description to use if a player
// inputs "look through window".
through: "You can see a small child's playground through the window. ",
// And here, we're redirecting "look out window"
// to "look through window" so we can capture both
// possibilities without duplicating the code.
out: function () {
return this.descriptions.through;
},
},
is: {
closed: true,
locked: true,
},
dov: {
// window.dov.unlock.with_nothing
// allows the window to be unlocked without use of a key.
unlock: {
with_nothing: true,
on_first_success: function () {
if (!this.is.closed) {
// In some circumstances, when a user inputs 'open thing',
// the verb open may redirect to 'unlock thing'. If that
// happened here, we want to account for it by returning
// our custom open.on_first_success function.
return this.dov.open.on_first_success();
} else {
return "$(We) should easily be able to open it now. ";
}
},
},
// lock and unlock params have to be set independently.
// This is so that you could, for instance, set it so that
// once the player unlocks it, it can't be locked again.
lock: { with_nothing: true },
open: {
// on_first_success calls this function and
// appends this string to the native verb output,
// only the first time the player opens the window.
on_first_success: function () {
OpenGame.scorecard.completeEvent("open window");
return "Now that it's open $(we) just might climb out of it. ";
},
// on_first_failure only prints a message
on_first_failure: `But it's just a simple sash
latch that doesn't need any key to unlock it. `,
},
},
// This inside window is linked to the outside window.
// Apertures, aka doors and windows, only exist in one room.
// For a door to be in two rooms, we actually need two doors:
// one side in one room, the other side in the other room.
// We handle each side as a unique asset. In order to keep them
// in sync we use the linked_asset property, so that if one is
// set as open, so is the other one.
linked_asset: "outside window",
});
// Sitting Room North
OpenGame.createAsset({
class: "Exit",
direction: "north",
place: { in: "Sitting Room" },
destination: "Library",
descriptions: {
//look: "It looks frosty that way. ",
// for_exits_list is a special description for exits,
// that lets authors customize how individual exits
// are described when the player is presented with a
// list of exits.
for_exits_list:
"through the door north to the Library",
},
aperture: "library door",
});
// Sitting Room North Door - library Door
OpenGame.createAsset({
class: "Door",
name: "library door",
place: { in: "Sitting Room" },
is: {
closed: true,
locked: true,
},
dov: {
//close: true, // already set for all instances of Door class
open: {
on_first_success: function () {
OpenGame.scorecard.completeEvent("open library door");
return "Now you can enter the Library. ";
},
},
// Note here how we're setting it so the library door can be
// unlocked with the brass key.
unlock: {
with_assets: ["brass key"],
with_nothing: false,
},
// We set the assets for each verb, lock and unlock, explicitly
// because it's common that an author might want a player to
// unlock a door and then never have to interact with it again.
// So if we want the key to also lock the door, we have to say so.
lock: {
with_assets: ["brass key"],
with_nothing: false,
},
},
linked_asset: "sitting room door",
direction: "north",
descriptions: {
look: "A lovely Victorian nine panel oak door with frosted glass and a scuffed brass lock plate. ",
through: function () {
// Here we're setting a description for "look through door"
// that returns a different value depending on whether the
// door is open or closed.
// "through" is what we call an Aspect, along with behind,
// in, on, under, and many other prepositions. Any Aspect
// can have a unique description set this way.
if (!OpenGame.$("library door").$is("closed")) {
return "Through the open door you can see shelves stuffed with books and books and books. ";
} else {
return "The glass panes in the door's upper half are quite heavily frosted, and don't reveal anything beyond. ";
}
},
},
});
// coffee table
OpenGame.createAsset({
class: "Table",
name: "coffee table",
place: { in: "Sitting Room" },
description:
"It's a low, rectangular coffee table, apparently hand carved from oak. ",
adjectives: "wood, wooden, carved, oak",
aspects: {
on: {
player: { can: { enter: false } },
},
},
dov: {
go: {
doBeforeTry: function (params) {
// See how we're using a Verb Hook here. This is a way
// to inject custom code into a verb when it is applied
// to a particular asset. In this case by hooking into
// go.doBeforeTry, we interrupt the verb before it can
// run its default doTry conditional logic,
// and print our own failure message. This basically means:
// we don't care what the default logic has to say; you
// just don't put your fat feet on the fine furniture.
// See /doc/Scripting_VerbPhases.html for more info.
OpenGame.print(
"I mean, $(we) could, but it would just be rude. ",
"concatenate_output"
);
return false;
},
},
sit: {
// Here, we're setting sit, stand and lie to use
// the same code as go.doBeforeTry. This is one way
// you could apply the same custom logic to multiple
// verbs on an object. There are also other ways to
// achieve similar results, such as unsubscribing
// the asset from these verbs, or using verb actions.
doBeforeTry: function () {
return this.dov.go.doBeforeTry();
},
},
stand: {
doBeforeTry: function () {
return this.dov.go.doBeforeTry();
},
},
lie: {
doBeforeTry: function () {
return this.dov.go.doBeforeTry();
},
},
},
// Here's an example of a verb effect hook.
// This will be superceded by the verb phases up above; to see
// it in action you'll have to comment out the verb phases block.
// Verb reactions are called when a particular action occurs,
// such as moving the player onto an asset, regardless of what
// verb caused it; go, or climb, or jump, or sit, or lie.
// Every verb that results in moving the player into a thing
// tries to call thing.doNestThatToThis(player).
// doNestThatToThis is a very broad effect hook that will catch
// a lot of circumstances. Other effect hooks may be broad or narrow.
// See /doc/Scripting_VerbActions.html for more info.
doNestThatToThis: {
// Nesting only applies to characters.
// Tim Hunter is the name of our player character in this game.
"Tim Hunter": function () {
this.game.print(
"Whoa there, podner! Let's keep those fat feet off the fine furniture. "
);
return false;
},
},
// Alternately, if you wanted the same verb effect hook to apply to
// all assets, you could define it as a function itself rather
// than creating nested objects. This is also valid.
// In this case, since the doNestThatToThis function is on the
// coffee table, it would prevent all characters from nesting.
// doNestThatToThis: function()
// {
// this.game.print("Whoa there, podner! Let's keep those fat feet off the fine furniture. ");
// return false;
// },
});
// Library.js
// ----------
/*global adventurejs A OpenGame*/
OpenGame.createAsset({
class: "Room",
name: "Library",
descriptions: {
look: `The library is stuffed with books near
to the point of inducing claustrophia. But also cozy?
It's hard to say precisely. $(We) scan the
overflowing shelves. Sadly, none of the books are objects.
Instead, take a look at the bureau and its drawers. `,
brief: "Books. Desk. Door south. ",
},
}); // Library
// Sitting Room south Exit
OpenGame.createAsset({
class: "Exit",
direction: "south",
place: { in: "Library" },
destination: "Sitting Room",
descriptions: {
//look: "A heavy Victorian nine panel oak door with frosted panes. ",
for_exits_list:
"south to the Sitting Room",
},
aperture: "sitting room door",
});
// Sitting Room south door
// Exits have no physical properties. In order to apply
// physical properties to an exit, it needs an Aperture.
// Apertures can be manipulated like other tangible assets.
OpenGame.createAsset({
class: "Door",
name: "sitting room door",
place: { in: "Library" },
direction: "south",
descriptions: {
look: "It's a Victorian 9 panel oak door. ",
open: "The sitting room door is open. ",
closed: "The sitting room door is closed. ",
// Assets can have a number of descriptions to use in
// different contexts. Descriptions can be strings or
// arrays or functions. This example shows a function
// that uses native Javascript logic to return a string.
// See /doc/tutorial-Subscription.html for more info.
through: function () {
// This is one way to refer to objects in custom code:
// GameName.$( "asset name" ).is("property")
// See /doc/Scripting_CustomCode.html for more info.
if (!OpenGame.$("sitting room door").$is("closed")) {
return "Through the open door $(we) can see the Sitting Room. ";
} else {
return "$(We) can't see anything through the door's frosted panes. ";
}
},
},
linked_asset: "library door",
is: {
closed: true,
locked: true,
},
dov: {
open: true,
close: true,
unlock: { with_assets: ["brass key"] },
lock: { with_assets: ["brass key"] },
},
});
// bureau desk
OpenGame.createAsset({
class: "Desk",
name: "bureau desk",
adjectives: ["oak", "wood", "wooden", "substantial"],
synonyms: [],
place: { in: "Library" },
descriptions: {
// Note that this description is an ordinary string property. Elsewhere in this demo
// we're using traditional functions or arrow functions because they include
// Javascript template literals. This example only includes Adventurejs custom
// templates, which do not get evaluated until output, and are safe to use in strings.
// See /doc/Scripting_CustomTemplates.html for more info.
look: `
It's a substantial oak bureau desk with multiple drawers stacked vertically,
top, middle and bottom. The top drawer is $( top drawer is| open or| closed ),
the middle drawer is $( middle drawer is| open or| closed ), and the bottom
drawer is $( bottom drawer is| open or| closed ). `,
},
aspects: {
on: {
player: { can: { enter: false } },
},
},
});
// top drawer
OpenGame.createAsset({
class: "Drawer",
name: "top drawer",
adjectives: ["desk", "scratched"],
synonyms: ["lock", "lock plate", "scratches"],
// Note how we're using top_drawer.description here whereas we've used
// desk.descriptions.look above. All assets can have multiple
// descriptions. Setting asset.description is a shortcut to setting
// asset.descriptions.look, for when an asset only needs one description.
description: `The top drawer's copper lock plate
seems to be particularly scratched up.
Currently the drawer is $( top drawer is| open or| closed ). `,
place: { attached: "bureau desk" },
is: {
// Note how we're setting known:true here.
// By default, players can't interact with
// assets until they're known.
// Also by default, attached assets don't
// become known until a player examines
// the asset they're attached to.
known: true,
closed: true,
locked: true,
listed_in_parent: false,
},
dov: {
// Adventurejs treats 'pick' and 'unlock' as distinct verbs.
// If a player tries to use 'unlock' where 'pick' is defined,
// the parser will try to redirect to 'pick'.
pick: { with_assets: ["copper hairpin"] },
// Pick and unlock are distinct verbs, to allow authors to
// create precise situations. But, making them distinct can
// lead to finicky situations that are unpleasant for players.
// It's a fine line. We could either set it so that both verbs
// work the same way:
// unlock: { with_assets: ['copper hairpin'] },
// Or we give the player a hint, if we don't want unlock to work.
unlock: { on_failure: `$(We) might be able to pick it with something. ` },
open: {
on_first_failure: "Bet you didn't see that coming, huh? ",
on_first_success: function () {
OpenGame.scorecard.completeEvent("open top drawer");
//return " ";
},
},
},
});
// middle drawer
OpenGame.createAsset({
class: "Drawer",
name: "middle drawer",
synonyms: "middle desk drawer",
description: "The middle drawer is $( middle drawer is| open or| closed ). ",
adjectives: "desk",
place: { attached: "bureau desk" },
is: {
known: true,
closed: true,
listed_in_parent: false,
},
});
// bottom drawer
OpenGame.createAsset({
class: "Drawer",
name: "bottom drawer",
synonyms: "bottom desk drawer",
description: "The bottom drawer is $( bottom drawer is| open or| closed ). ",
adjectives: "desk",
place: { attached: "bureau desk" },
is: {
known: true,
closed: true,
listed_in_parent: false,
},
});
// drawers collection
// Collections are a special class that allows players to refer
// to a group of objects and try to apply a verb to all of them,
// or get back a combined description.
// See doc/adventurejs.Collection.html for more info.
OpenGame.createAsset({
class: "Collection",
name: "desk drawers",
place: { attached: "bureau desk" },
collection: ["top drawer", "middle drawer", "bottom drawer"],
synonyms: ["drawers", "three drawers"],
is: {
known: true,
listed_in_parent: false,
},
descriptions: {
look: function () {
var openCount = [];
var closedCount = [];
var msg = "";
msg += `The bureau has three drawers stacked vertically:
top, middle and bottom, each with a copper lock plate.
The top drawer's lock appears to be rather scratched up.
Currently, `;
// Note how we're using 'this' here. Under normal circumstances
// nested properties don't have access to their top level object.
// Adventurejs uses asset.descriptions.look.call(asset)
// to ensure that asset descriptions can refer to their asset.
// Any property that relies on getStringOrArrayOrFunction()
// will have 'this' scoped to its parent asset.
// See /doc/Scripting_StringArrayFunction.html for more info.
for (var i in this.collection) {
// this.collection contains asset names.
// We want to get references to the asset objects.
// One way to do this is with GameName.$("my asset")
// See /doc/Scripting_CustomCode.html for more info.
let drawer = OpenGame.$(this.collection[i]);
// Once we have an asset reference, asset.$is(property)
// is a safe way to try to get asset properties.
drawer.$is("closed")
? closedCount.push(drawer.name)
: openCount.push(drawer.name);
}
if (0 === openCount.length) {
msg += "all three drawers are closed.";
} else if (0 === closedCount.length) {
msg += "all three drawers are open.";
} else if (2 == openCount.length) {
msg += `the ${openCount[0]} and ${openCount[1]}
are open, while the ${closedCount[0]} is closed. `;
} else if (2 == closedCount.length) {
msg += `the ${closedCount[0]} and ${closedCount[1]}
are open, while the ${openCount[0]} is open. `;
}
return msg;
},
},
});
// Playground.js
// ----------
/*global adventurejs A OpenGame*/
OpenGame.createAsset({
class: "Room",
article: "the",
name: "Playground",
descriptions: {
look: `Fireflies speckle the dusk with softly pulsing
motes of light. $(We've) come to a modest child's playground
around back of the house. The playground has many things with
which to play, but none of them are objects, and we're not
going to get into it, ok? A window leads back into the house. `,
brief: `Play here. Go window. `,
},
room_scenery: {
fireflies: {
enabled: true,
description:
"Fireflies pulse gently here and there, lending a charming quality to the darkening playground. ",
},
grass: {
enabled: true,
description:
"Occasional tufts of glossy medium height grass dot the yard. ",
},
},
});
// Playground in
OpenGame.createAsset({
class: "Exit",
direction: "in",
place: { in: "Playground" },
destination: "Sitting Room",
descriptions: {
for_exits_list: `in to the Sitting Room`,
travel: `$(We) grab hold of the window sill, scrabble awkwardly up
the siding, and heft $(ourself) over the sill and in through the window,
where $(we) tumble into the sitting room. `,
},
aperture: "outside window",
});
// outside window
OpenGame.createAsset({
class: "Window",
name: "outside window",
place: { in: "Playground" },
direction: "in",
descriptions: {
// See how this example uses a traditional function.
// Traditional functions are able to be scoped to their
// top level assets which means you can use 'this' with them.
// By contrast if you look at the code for the inside
// window description, you'll see that it uses an arrow
// function. Arrow functions are permitted, but because
// they can't be scoped to their parent asset, they
// can't use 'this'.
look: function () {
return `
Though the sitting room seemed dimly lit, as it is
now dusk outside, the light through the window seems
quite bright from out here.
The window is $(inside window is| open or| closed).
${
!this.is.closed
? "$(We) should be able to climb back inside. "
: "$(We'll) need to open the window if $(we) hope to get back through it. "
}
`;
},
// We could instead have used a traditional function here,
// and those do receive scope, which would have let us use
// 'this' to refer to the window.
through:
"The wan light of the sitting room seems quite bright from out here. ",
in: function () {
return this.descriptions.in;
},
},
is: {
closed: true,
locked: true,
},
dov: {
lock: { with_nothing: true },
unlock: { with_nothing: true },
},
// Apertures, aka doors and windows etc, may exist in two places
// one side in one room, and another side in another room.
// We handle each side as a unique asset. In order to keep them
// in sync, meaning open/closed and locked/unlocked, we use the
// linked_asset property. This outside window asset is linked to
// its other side, a corresponding inside window asset.
linked_asset: "inside window",
});
// Objects.js
// ----------
/*global adventurejs A OpenGame*/
OpenGame.createAsset({
class: "Chest",
name: "small antique chest",
indefinite_article: "an",
place: { on: "coffee table" },
descriptions: {
look: function () {
let msg = `It's a small antique Victorian chest,
lacquered in a glossy prussian blue and bound with
ornate blue steel straps that are pitted with age.
Its lid is
$(small antique chest is| locked or| unlocked) and
$(small antique chest is| open or| closed). `;
if (this.game.$("small antique chest").$is("open")) {
msg += `The chest is lined with a rich egg yolk
yellow brocade that presents a startling contrast
to its dark exterior. `;
}
return msg;
},
},
adjectives: ["victorian", "prussian", "blue", "steel", "glossy", "old"],
synonyms: ["straps"],
is: {
locked: true,
closed: true,
},
dov: {
open: {
with_nothing: true,
on_first_failure: `$(We) didn't think it was going to be that easy, did $(we)? `,
on_first_success: function () {
OpenGame.scorecard.completeEvent("open chest");
//return " ";
},
},
unlock: {
with_assets: ["blue steel key"],
},
lock: {
with_assets: ["blue steel key"],
},
},
});
OpenGame.createAsset({
class: "Paper",
name: "goldenrod sheet",
description: `It's a sheet of goldenrod colored paper with
a child's drawing on it. The drawing appears to feature
a girl with fire engine red hair. The name "Copper" is
scrawled above her in big childlike letters. `,
place: { in: "top drawer" },
});
OpenGame.createAsset({
class: "Key",
name: "brass key",
synonyms: ["glass bead"],
article: "a",
adjectives: ["burnished", "chonky"],
place: { on: "coffee table" },
description: `It's a burnished brass key with chonky teeth
and a small glass bead mounted in the head. `,
iov: {
unlock: {
// Adventurejs offers many ways to override its default
// actions and output. If
// asset.dov.unlock.on_failure
// is a string, it will be appended to the default unlock
// failure message. In this case, we want to completely
// override the output, so we call this.game.overrideOutput()
// this.game is the same as OpenGame when called from a scoped function.
// on_failure: function(){ this.game.overrideOutput(
// `Whoops! This brass key doesn't unlock that ${OpenGame.getInput().getAsset(1).name}. `
// )},
on_first_failure: function () {
this.game.overrideOutput(
`Whoops! Looks like $(we) can't unlock ${
OpenGame.getInput().getAsset(1).articlename
} with the brass key. `
);
},
on_success: `Now you can open the door. `,
then_destroy: `Oh no! The brass key broke! `,
// There's something missing here. We haven't set this key to
// unlock: { with_assets: ['sitting room door'] },
// to indicate that this key can open that lock.
// That's because we've already set that lock to
// unlock: { with_assets: ['brass key'] }
// When assets are linked through verb subscriptions,
// you only have to set one or the other. Two-way connections
// will be completed during game initialization.
},
},
dov: {
take: { on_first_success: "Now to find something to unlock with it. " },
},
}); // brass Key
OpenGame.createAsset({
class: "Key",
name: "blue steel key",
synonyms: ["blue key", "steel key"],
adjectives: ["victorian"],
iov: {
unlock: { with_assets: ["small antique chest"] },
},
description: "It's an ornate Victorian key made of blue steel. ",
// article: "a",
place: { in: "top drawer" },
});
// OpenGame.createAsset({
// class: "Key",
// name: "tiny brass key",
// description: "It's a tiny key, made of brass. ",
// article: "a",
// adjectives: ["tiny", "brass"],
// // place: { in: "Sitting Room" },
// iov: { 'unlock': {then_destroy: { with_result: "foo" }, }, },
// });
// OpenGame.createAsset({
// class: "Key",
// name: "giant brass key",
// description: "It's a giant novelty key that looks like it's made of brass. ",
// article: "a",
// adjectives: "giant, brass",
// // place: { in: "Sitting Room" },
// });
OpenGame.createAsset({
class: "Doll",
name: "Raggedy Ann doll",
place: { in: "Playground" },
descriptions: {
look: function () {
return `It's a threadworn Raggedy Ann doll, either well
loved or abandoned, it's hard to tell which.
${
OpenGame.$("copper hairpin").$is("attached", this)
? "A patch of her red hair is gathered into a loose pigtail by a hairpin. "
: "Her messy red hair is by turns tangled and patchy. "
} `;
},
},
aspects: {
attached: {
list_in_room: false,
list_in_examine: false,
},
},
dov: {
attach: {
with_nothing: true,
},
take: {
on_first_success: function () {
OpenGame.scorecard.completeEvent("take ann");
//return " ";
},
},
},
});
OpenGame.createAsset({
class: "Doll",
name: "Raggedy Andy doll",
place: { in: "small antique chest" },
descriptions: {
look: function () {
return `It's a well-loved Raggedy Andy doll in a patched
sailor suit. His red hair is partially covered by a cap
that appears to be sewn on. " } `;
},
},
dov: {
take: {
on_first_success: function () {
OpenGame.scorecard.completeEvent("take andy");
//return " ";
},
},
},
});
OpenGame.createAsset({
class: "Lockpick",
name: "copper hairpin",
synonyms: ["pin", "beads", "tines", "head"],
adjectives: ["hammered"],
article: "the",
dov: {
attach: {
with_nothing: true,
},
take: {
on_first_success:
"Good catch. It looks like it might be used to pick a lock. ",
on_success: "$(We) twirl it between $(our) nimble fingers. ",
},
},
iov: {
pick: {
with_assets: ["top drawer"],
then_destroy:
"The hairpin snaps into pieces! $(We'll) have to find Raggedy Ann a new one. ",
on_failure:
"And just as well, as the copper is quite soft and probably won't serve long. ",
},
},
descriptions: {
throw: "It skitters across the floor. ",
look: `The hammered copper hairpin has two tines and
a butterfly shaped head with tiny beads affixed to it, in
a vaguely art nouveau style. It's actually quite nice. `,
},
place: { attached: "raggedy ann doll" },
});
lock sentence structures
accepts_structures: [
"verb noun",
"verb noun preposition noun"
]
The Adventurejs parser uses multiple filtering methods to try to interpret player input. Sentence structures are defined for each verb in order to narrow down the sentence structures that a verb can accept. For example, the verb "hit" might accept "verb noun" as in "hit troll", or "verb noun preposition noun" as in "hit troll with sword", whereas an intransitive verb like "jump" might accept "verb" as a complete sentence. This helps to filter player input. Input that isn't accepted will return a warning to the player.
- It is possible for authors to modify a verb's structures through the use of patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
lock phrases
phrase1:
{
accepts_noun: true,
requires_noun: true,
noun_must_be:
{
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
},
phrase2:
{
accepts_noun: true,
noun_must_be:
{
in_inventory: true,
known: true,
},
accepts_preposition: true,
requires_preposition: true,
accepts_these_prepositions: ["with"],
},
The Adventurejs parser uses multiple filtering methods to try to interpret player input. Phrases are defined for each verb in order to narrow down the words that a verb can accept. This applies to preposition/noun pairs: from zero in the case of intransitive verbs, up to three in the case of verbs that can handle input such as "pour water from jug into basin". The nested noun_must_be object sets conditional qualifiers for nouns, that helps narrow down game objects that the verb might act upon. Input that isn't accepted will return a warning to the player.
- It is possible for authors to modify a verb's phrases through the use of patchVerb.
- To see a list of properties that can be set for phrases, see the Phrase class.
- To see a list of properties that can be set for phrase.noun_must_be, see the NounMustBe class.
- To learn more about modifying verbs, see Modify Verbs.
lock params
Some verbs have custom params which are mirrored in the properties of any asset subscribed to the verb.
with_params: {},
For example, consider this setting of the verb plugIn:
MyGame.dictionary.verbs.plugIn.with_params.max_connections = 1
By default, assets that can be plugged in will take this setting and can only be plugged in to one other asset. Now imagine that an author wants to create a power cord that needs to be plugged in to both a computer and an outlet.
MyGame.createAsset({
class: "Cable",
name: "power cord",
dov: { plugIn: { with_assets: ['computer','outlet'], with_params: { max_connections: 2 }, }, },
})
MyGame.createAsset({
class: "Computer",
name: "PC",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
MyGame.createAsset({
class: "ElectricalOutlet",
name: "outlet",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
The power cord's max_connections setting overrides the verb's max_attachment setting, allowing the player to plug the power cord into two assets, while the computer and the outlet can still have only one asset plugged into them.
- It is possible for authors to modify a verb's params through the use of patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
lock verb phases
Verb Phases allow an
author to override how a verb is applied
to any given asset. This is a broad method for exercising control
over verb/noun
interactions that allows for custom per-asset verb logic.
For example, an author might supply completely different logic
for "throw feather" vs "throw baseball" vs "throw anvil". This
works by overriding portions of asset
verb subscriptions.
When a verb is applied to an asset, its do()
method is called. For most (but not all) verbs,
do()
acts as a
sequencer that moves the verb through six distinct phases.
doTry
handles all the conditional logic to determine whether a verb can be applied to an asset.doSuccess
handles output and state changes.doBeforeTry
,doAfterTry
,doBeforeSuccess
anddoAfterSuccess
don't do anything by themselves, but provide opportunities for authors to inject custom code at various stages of a verb action.
do
doBeforeTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
lock: {
doBeforeTry: function( params )
{
let msg = `You're about to try to lock ${this.Name}. `;
this.game.print(msg);
return;
},
},
},
});
doTry
doAfterTry
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
lock: {
doAfterTry: function( params )
{
let msg = `You just tried to lock ${this.Name}! `;
this.game.print(msg);
return;
},
},
},
});
doBeforeSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
lock: {
doBeforeSuccess: function( params )
{
let msg = `You're about to try to succeed in performing lock on ${this.Name}. `;
this.game.print(msg);
return;
},
},
},
});
doSuccess
doAfterSuccess
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
lock: {
doAfterSuccess: function( params )
{
let msg = `You're moving on from your success performing lock on ${this.Name}. `;
this.game.print(msg);
return;
},
},
},
});
For example, consider the verb "take" as applied to this singing sword. Imagine that an author wants the game to print a custom message when the player tries to take the sword, and a different message when the player succeeds in taking it.
MyGame.createAsset({
class: "Sword",
name: "singing sword",
dov: {
take:
{
doAfterTry: function( params )
{
let msg = "The sword begins to vibrate as your hand curls around its haft. ";
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "The sword bursts into song in your hand. ";
MyGame.print( msg );
},
},
},
});
Please note that verb subscriptions are set distinctly for direct objects and indirect objects. All of the prior examples show verb phases applied to direct object verb subscriptions. Verb phases can also be applied to indirect object subscriptions. For example, perhaps our swinging sword had to be removed from a stone. We might want to hook into the stone's indirect object verb subscription for "remove".
MyGame.createAsset({
class: "Thing",
name: "stone",
iov: {
remove:
{
doBeforeTry: function( params )
{
let msg = "Will the stone judge you worthy enough to remove the sword? "
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "With the sword removed, the stone bursts into rubble! ";
MyGame.print( msg );
this.destroy();
},
},
},
});
- To learn more, see Verb Phases.
- Verb Phases are related to but distinct from Verb Actions, which offers a more surgical method to hook into the doTry and doSuccess phases, on a per object basis.
lock verb actions
Verb actions
provide hooks for injecting custom code into very specific
verb actions (or reactions). It works by looking for
custom functions attached to the assets
that the verb is being applied to, and calling
any function that it finds. It's a fine-grained way to
tailor specific verb/noun interactions.
Each verb has a unique set of actions. For
instance, the verb lock
has onTryLock
and
onTryLockThisWithThat
and several other lock-specific hooks, whereas the verb
climb
has onTryClimb
and
onTryClimbFromThisToThat
, etc.
Expand any item to see a code example.
If a verb is called with a direct object, the verb.handleActions method
looks at the direct object for a verb action. Verb actions can have nested functions. If tryLockThis is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action that treats the player as an indirect object.
This can be used in this way: If a verb is called with a direct object, the verb.handleActions method
looks at the direct object for a verb action. (Although, during the doTry phase, it's
common for sentence structures to mutate so that they have changed by the time
they reach the doSuccess phase.) Verb actions can have nested functions. If doLockThis is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action that treats the player as an indirect object.
This can be used in this way: If a verb is called with a direct object + preposition + indirect object,
the verb.handleActions method looks at the direct object + preposition
for a verb action. Verb actions can have nested functions. If tryLockThisThroughThat
is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action for the indirect object.
This can be used in this way: If a verb is called with a direct object + preposition, the verb.handleActions method
looks at the direct object + preposition for a verb action. This example uses "through"
as the preposition, but any preposition can be used. You can even set up
unique function calls per preposition. Verb actions can have nested functions. If tryLockThisThroughThat
is found to be
an object rather than a function, the verb.handleActions method checks the
object for a nested verb action for the indirect object.
This can be used in this way:
tryLockThis
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryLockThis: function (params) {
let msg = 'Called verb action this_asset.tryLockThis()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryLockThis: {
"My Hero": function (params) {
let msg = 'Called verb action this_asset.tryLockThis["My Hero"]()';
this.game.print(msg);
return;
}
},
});
doLockThis
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doLockThis: function (params) {
let msg = 'Called verb action this_asset.doLockThis()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doLockThis: {
"My Hero": function (params) {
let msg = 'Called verb action this_asset.doLockThis["My Hero"]()';
this.game.print(msg);
return;
}
},
});
tryLockThis[Preposition]That
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryLockThisThroughThat: function (params) {
let msg = 'Called verb action this_asset.tryLockThisThroughThat()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
tryLockThisThroughThat: {
"That Asset": function (params) {
let msg = 'Called verb action this_asset.tryLockThisThroughThat["That Asset"]()';
this.game.print(msg);
return;
}
},
});
doLockThis[Preposition]That
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doLockThisThroughThat: function (params) {
let msg = 'Called verb action this_asset.doLockThroughThis()';
this.game.print(msg);
return;
},
});
MyGame.createAsset({
class: "Thing",
name: "This Asset",
doLockThisThroughThat: {
"That Asset": function (params) {
let msg = 'Called verb action this_asset.doLockThisThroughThat["That Asset"]()';
this.game.print(msg);
return;
}
},
});
Each of the items above can be expanded to show a specific example, but here is a generic example.
MyGame.createAsset({
class: "Player",
name: "Elvis",
});
MyGame.createAsset({
class: "Weapon",
name: "pistol",
});
MyGame.createAsset({
class: "Electronics",
name: "television",
doShootThisWithThat:{
"pistol": function {
let msg = "You fire the pistol at the television, which explodes with a screech of static and sparks. ";
this.game.print(msg);
},
},
});
- To learn more, see Verb Actions.
- Some hooks are not tied to any specific verbs and though these are technically identical, we refer to them as verb reactions. See Verb Reactions for a list of them.
- Verb actions are related to but distinct from verb phases, which allow authors to broadly override entire phases of a verb.
lock verb reactions
None available for lock
Verb reactions
provide a hook for authors to inject custom code into specific
interactions between assets.
They are identical to verb actions but for one thing:
while verb actions are called during a verb's doTry or doSuccess
phases, verb reactions are called as a secondary effect,
or result, of doSuccess. For example,
take lantern
results in moving
the lantern to the player from its original parent.
Drop lantern
results in
moving the lantern from the player to the room.
In both cases, the lantern leaves one place and enters
another, so both verbs result in calling these four
verb reactions:
lantern.doRemoveThisFromThat(player)
,
player.doRemoveThatFromThis(lantern)
,
lantern.doMoveThisToThat(room)
, and
room.doMoveThatToThis(lantern)
.
OMG you may exclaim. Why four reactions? Technically, two reactions are occurring – the lantern leaves the player and enters the room – but because we want to give authors maximum flexibility to organize code however makes sense to them, we check both assets for code relative to the other.
In this example, imagine that an author would like the game to print a custom message whenever a certain asset enters or leaves another asset, by any method.
MyGame.createAsset({
class: "NPC",
name: "Elvis",
}),
MyGame.createAsset({
class: "Room",
name: "The Building",
doMoveThatToThis:
{
"Elvis": function()
{
MyGame.print("Elvis has entered The Building! ");
}
},
doRemoveThatFromThis:
{
"Elvis": function()
{
MyGame.print("Elvis has left The Building! ");
}
},
}),
- To learn more, see Verb Reactions.
- Hooks that are tied directly to verbs are called verb actions. See Verb Actions for more information.
- Verb reactions are related to but distinct from verb phases, which allow authors to broadly override entire phases of a verb.
lock verb logic
Verb logic falls into a few recognizable patterns. Direction verbs tend to be simple. Manipulation verbs do a lot of testing to see whether one asset is allowed to interact with another asset. Many verbs are similar, but no two verbs are identical. Each verb has its quirks. If you would like to learn more about verb logic, we recommend you see the Verb Anatomy and Verb Process pages. If you find that you want more than you can get from verb phases and verb actions / reactions / you may want to investigate the patchVerb method, which lets you replace entire blocks of verb code. You can also write verbs from scratch if you're so inclined. See Modify Verbs for a complete list of verb modification methods.
Private Constructor:
MyGame.createVerb({ "name": "lock", [...] });
lock is a predefined instance of Verb that gets constructed automatically at runtime. It is defined in the library as a generic object, and then passed to Dictionary#createVerb for construction, validation, and initialization. Because this is predefined, authors should not need to create new instances. For information on modifying predefined Verbs, see Modify Verbs.
- Index
- Methods
- Properties
Index
Methods:
- Inherited from Verb canBeIntransitive
- Inherited from Verb do
- Inherited from Verb doSuccess
- Inherited from Verb doTry
- Inherited from Verb enqueueCollection
- Inherited from Verb getState
- Inherited from Verb handleActions
- Inherited from Verb handleFailure
- Inherited from Verb handleSuccess
- Inherited from Verb hasState
- Inherited from Verb hasVerbSubscriptionConnection
- Inherited from Verb initialize
- Inherited from Verb set
- Inherited from Verb setState
- Inherited from Verb setVerbSubscriptionConnection
- Inherited from Verb tryDestroyAfterUsing
- Inherited from Verb tryDestroyDirectObjectAfterUsing
- Inherited from Verb tryDestroyIndirectObjectAfterUsing
- Inherited from Verb tryToInferIndirectObject
- Inherited from Verb tryToPutThisInThatAspect
- Inherited from Verb unsetVerbSubscriptionConnection
- Inherited from Verb validate
Properties:
- Inherited from Verb accepts_direction
- Inherited from Verb accepts_number
- Inherited from Verb accepts_string
- Inherited from Verb adjectives
- Inherited from Verb article
- Inherited from Verb dictionary
- Inherited from Verb direction_preposition
- Inherited from Verb doVerb
- Inherited from Verb doVerbFromThis
- Inherited from Verb doVerbThatFromThis
- Inherited from Verb doVerbThatWithThis
- Inherited from Verb doVerbThis
- Inherited from Verb doVerbThisFromThat
- Inherited from Verb doVerbThisWithThat
- Inherited from Verb doVerbWithThis
- Inherited from Verb enqueue_collections
- Inherited from Verb extends
- Inherited from Verb game
- Inherited from Verb in_can_mean_on
- Inherited from Verb input_substitutions
- Inherited from Verb is_compass_direction
- Inherited from Verb is_direction
- Inherited from Verb is_spatial_direction
- Inherited from Verb let_verb_handle_disambiguation
- Inherited from Verb let_verb_handle_remaining_input
- Inherited from Verb name
- Inherited from Verb Name
- Inherited from Verb override_verb_failure_msg
- Inherited from Verb override_verb_success_msg
- Inherited from Verb past_tense
- Inherited from Verb player_must_be
- Inherited from Verb prettyname
- Inherited from Verb related
- Inherited from Verb requires_number
- Inherited from Verb requires_string
- Inherited from Verb state
- Inherited from Verb state_strings
- Inherited from Verb synonyms
- Inherited from Verb tryVerbFromThis
- Inherited from Verb tryVerbThatFromThis
- Inherited from Verb tryVerbThatWithThis
- Inherited from Verb tryVerbThis
- Inherited from Verb tryVerbThisFromThat
- Inherited from Verb tryVerbThisWithThat
- Inherited from Verb tryVerbWithThis
- Inherited from Verb type
- Inherited from Verb unstate
- Inherited from Verb verb_noun_prep
- Inherited from Verb verb_noun_prep_noun
- Inherited from Verb verb_noun_prep_noun_prep_noun
- Inherited from Verb verb_noun_prep_prep_noun
- Inherited from Verb verb_prep_noun
- Inherited from Verb verb_prep_noun_prep_noun
- Inherited from Verb verb_prep_noun_prep_noun_prep_noun
- Inherited from Verb verb_prep_prep_noun
- Inherited from Verb verb_prep_prep_prep_noun
Methods Collapse all |
canBeIntransitive()
Defined in: adventure/dictionary/Verb.js, line 1905
Inherited from: adventurejs.Verb#canBeIntransitive
do()
Defined in: adventure/dictionary/Verb.js, line 968
Inherited from: adventurejs.Verb#do
do ->
- doBeforeTry (hook for authors)
- doTry
- doAfterTry (hook for authors)
- doBeforeSuccess (hook for authors)
- doSuccess
- doAfterSuccess (hook for authors)
A Verb instance isn't required to use all of these methods. Some Verbs may bypass Verb.doTry because no special conditions are required to apply the Verb. Some specialized Verbs such as oops and undo override Verb.do entirely and don't use any submethods.
The other four submethods – Verb.doBeforeTry, Verb.doAfterTry, Verb.doBeforeSuccess, and Verb.doAfterSuccess – exist to provide optional hooks for authors to add custom interactions with individual Assets. For more information about Verb Actions and Verb Phases, see Verb Actions and Verb Phases.
And so, the first thing Verb.do does is to verify that each method exists on the Verb instance. If the submethod exists, it is called. Each submethod sends a return to Verb.do.
If the Verb is acting on a collection, a false return means that the Asset currently being acted on has responded in a way that blocks further parsing, and brings this turn to a halt. A null return means that the Asset currently being acted on has concluded its own parsing, but not in such a way as to block further parsing, and Verb.do moves on to the next Asset.
doSuccess()
Defined in: adventure/dictionary/Verb.js, line 1233
Inherited from: adventurejs.Verb#doSuccess
doTry()
Defined in: adventure/dictionary/Verb.js, line 1138
Inherited from: adventurejs.Verb#doTry
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 1582
Inherited from: adventurejs.Verb#enqueueCollection
getState()
Defined in: adventure/dictionary/Verb.js, line 1923
Inherited from: adventurejs.Verb#getState
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1153
Inherited from: adventurejs.Verb#handleActions
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 1620
Inherited from: adventurejs.Verb#handleFailure
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 1718
Inherited from: adventurejs.Verb#handleSuccess
hasState()
Defined in: adventure/dictionary/Verb.js, line 1914
Inherited from: adventurejs.Verb#hasState
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2064
Inherited from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize()
Defined in: adventure/dictionary/Verb.js, line 1547
Inherited from: adventurejs.Verb#initialize
Todos: How does patchVerb handle initialization?
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 1608
Inherited from: adventurejs.Verb#set
Parameters:
-
props
Object
A generic object containing properties to copy to the DisplayObject instance.
setState()
Defined in: adventure/dictionary/Verb.js, line 1932
Inherited from: adventurejs.Verb#setState
setVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 1941
Inherited from: adventurejs.Verb#setVerbSubscriptionConnection
computer.dov.plugIn.with_params.connections = ['socket']
socket.iov.plugIn.with_params.connections = ['computer']
This is one of two verb subscription properties that are related and very similar, and it's important to understand the distinction between them.
...with_assets
defines which assets CAN BE connected.
...with_params.connections
stores which assets ARE connected.
with_assets:
computer.dov.plugIn.with_assets = ['socket']
connections:
computer.dov.plugIn.with_params.connections = ['socket']
tryDestroyAfterUsing(object_of, asset) → {Object}
Defined in: adventure/asset/tryDestroyAfterUsing.js, line 7
Inherited from: adventurejs.Verb#tryDestroyAfterUsing
Parameters:
-
object_of
String -
asset
Object
Returns:
Object
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 7
Inherited from: adventurejs.Verb#tryDestroyDirectObjectAfterUsing
Parameters:
-
asset
Object
asset.dov[this.name].then_destroy
.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryDestroyIndirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyIndirectObjectAfterUsing.js, line 7
Inherited from: adventurejs.Verb#tryDestroyIndirectObjectAfterUsing
Parameters:
-
asset
Object
asset.iov[this.name].then_destroy
.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryToInferIndirectObject(direct_object, handle_input) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1292
Inherited from: adventurejs.Verb#tryToInferIndirectObject
Parameters:
-
direct_object
Object -
handle_input
Boolean
If true, updates the global input object per standard specs used by most (but not all) of the verb instances that call this method.
Returns:
Object
tryToPutThisInThatAspect(direct_object, preposition, indirect_object) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1369
Inherited from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_object
Object -
preposition
String -
indirect_object
Object
Returns:
Object
unsetVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2009
Inherited from: adventurejs.Verb#unsetVerbSubscriptionConnection
computer.dov.plugIn.with_params.connections = ['socket']
socket.iov.plugIn.with_params.connections = ['computer']
validate()
Defined in: adventure/dictionary/Verb.js, line 1540
Inherited from: adventurejs.Verb#validate
Properties |
accepts_direction :String
Defined in: adventure/dictionary/Phrase.js, line 27
Inherited from: adventurejs.Verb#accepts_direction
accepts_number :String
Defined in: adventure/dictionary/Phrase.js, line 41
Inherited from: adventurejs.Verb#accepts_number
accepts_string :String
Defined in: adventure/dictionary/Phrase.js, line 20
Inherited from: adventurejs.Verb#accepts_string
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 251
Inherited from: adventurejs.Verb#adjectives
article :Boolean
Defined in: adventure/dictionary/Verb.js, line 328
Inherited from: adventurejs.Verb#article
Default value: false
dictionary :Object
Defined in: adventure/dictionary/Verb.js, line 144
Inherited from: adventurejs.Verb#dictionary
Default value: {}
direction_preposition :Boolean
Defined in: adventure/dictionary/Verb.js, line 340
Inherited from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 487
Inherited from: adventurejs.Verb#doVerb
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 503
Inherited from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 543
Inherited from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 527
Inherited from: adventurejs.Verb#doVerbThatWithThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 495
Inherited from: adventurejs.Verb#doVerbThis
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 535
Inherited from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 519
Inherited from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 511
Inherited from: adventurejs.Verb#doVerbWithThis
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 406
Inherited from: adventurejs.Verb#enqueue_collections
Default value: false
enqueue_collections
if true allows a verb to
unbundle the members of a collection in order to queue up
separate actions for each. For example, "gems" is a collection
that refers to three unique assets; "diamond", "emerald"
and "ruby". If take.enqueue_collections is true, "take gems"
will act individually on the diamond, the emerald and the ruby.
Only applies to direct object.
extends :String
Defined in: adventure/dictionary/Verb.js, line 165
Inherited from: adventurejs.Verb#extends
Default value: ""
game :Object
Defined in: adventure/dictionary/Verb.js, line 137
Inherited from: adventurejs.Verb#game
Default value: {}
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 295
Inherited from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 357
Inherited from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 311
Inherited from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 304
Inherited from: adventurejs.Verb#is_direction
Default value: false
is_spatial_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 319
Inherited from: adventurejs.Verb#is_spatial_direction
Default value: false
let_verb_handle_disambiguation :Boolean
Defined in: adventure/dictionary/Verb.js, line 275
Inherited from: adventurejs.Verb#let_verb_handle_disambiguation
Default value: false
let_verb_handle_remaining_input :Boolean
Defined in: adventure/dictionary/Verb.js, line 284
Inherited from: adventurejs.Verb#let_verb_handle_remaining_input
Default value: false
name :String
Defined in: adventure/dictionary/Verb.js, line 174
Inherited from: adventurejs.Verb#name
Default value: ""
Name :Getter
Defined in: adventure/dictionary/Verb.js, line 422
Inherited from: adventurejs.Verb#Name
Default value: []
override_verb_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 369
Inherited from: adventurejs.Verb#override_verb_failure_msg
Default value: undefined
override_verb_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 378
Inherited from: adventurejs.Verb#override_verb_success_msg
Default value: undefined
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 191
Inherited from: adventurejs.Verb#past_tense
player_must_be :Object
Defined in: adventure/dictionary/Verb.js, line 259
Inherited from: adventurejs.Verb#player_must_be
Default value: {}
prettyname :String
Defined in: adventure/dictionary/Verb.js, line 182
Inherited from: adventurejs.Verb#prettyname
requires_number :String
Defined in: adventure/dictionary/Phrase.js, line 48
Inherited from: adventurejs.Verb#requires_number
requires_string :String
Defined in: adventure/dictionary/Phrase.js, line 34
Inherited from: adventurejs.Verb#requires_string
state :String
Defined in: adventure/dictionary/Verb.js, line 198
Inherited from: adventurejs.Verb#state
state
is an optional property for verbs that apply
state to assets, such as close and lock. For example, "close door"
will set door.is.closed to true. When used, state will contain the
state to be set true on an asset. In the case of close, its state
would be "closed".
state_strings :String
Defined in: adventure/dictionary/Verb.js, line 218
Inherited from: adventurejs.Verb#state_strings
state_strings
is an optional property for verbs that is
used to provide string substitutions for authors using the string
substitution form of $(sink drain is| plugged or| unplugged).
Because "unplugged" isn't a proper verb state, we'll use this as a
reverse lookup to test whether the asset, sink_drain in this case,
is subscribed to the relevant verb and has the specified state.
state_strings only apply to direct objects.
synonyms :Getter/Setter
Defined in: adventure/dictionary/Verb.js, line 551
Inherited from: adventurejs.Verb#synonyms
Default value: []
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 447
Inherited from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 479
Inherited from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 463
Inherited from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 431
Inherited from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 471
Inherited from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 455
Inherited from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 439
Inherited from: adventurejs.Verb#tryVerbWithThis
type :String
Defined in: adventure/dictionary/Verb.js, line 152
Inherited from: adventurejs.Verb#type
Default value: ""
unstate :String
Defined in: adventure/dictionary/Verb.js, line 208
Inherited from: adventurejs.Verb#unstate
unstate
is an optional property for verbs that unset
state from assets, such as open and unlock. For example, "open door"
will set door.is.closed to false. When used, unstate will contain the
state to be set false on an asset. In the case of open, its unstate
would be "closed".
verb_noun_prep :Array
Defined in: adventure/dictionary/Verb.js, line 617
Inherited from: adventurejs.Verb#verb_noun_prep
Default value: []
verb_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 781
Inherited from: adventurejs.Verb#verb_noun_prep_noun
Default value: []
Though verb_prep_noun and verb_noun_prep_noun look similar, the reason they are separate fields is because we have to use different regex patterns to find each type in user input.
verb_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 870
Inherited from: adventurejs.Verb#verb_noun_prep_noun_prep_noun
Default value: []
verb_noun_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 828
Inherited from: adventurejs.Verb#verb_noun_prep_prep_noun
Default value: []
verb_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 658
Inherited from: adventurejs.Verb#verb_prep_noun
Default value: []
verb_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 575
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun
Default value: []
verb_prep_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 916
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun_prep_noun
Default value: []
verb_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 699
Inherited from: adventurejs.Verb#verb_prep_prep_noun
Default value: []
verb_prep_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 740
Inherited from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []